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Book £S1^ 

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COPYRIGHT DEPOSIT. 



BRIDGE AXIOMS 
AND LAWS 

WITH THE CHANGE THE SUIT CALL 

REVISED AND EXPLAINED 
BY 

J. B. -ELWELL 

AtUhor of '^ Elwell on Bridge," ^'Advanced 

Bridge" " Bridge Tournament Hands" 

" Bridge Lessons" etc. 



NEW YORK 

E. P. DUTTON & COMPANY 

31 West Twenty-third Street 
1907 



USaARYof)CONGRE^S 
Two Copies Received 

MAB 6 1907 

f\ CoDyrjgrit Entry 
4-ASS A XXc, No. 
COPY B. 



Cb^ 






Copyrighty 1907 
By E. p. button & CO. 



The Plimpton Press Norwood Mass. U.S.A. 





We not for you our ink on axioms spend 
They're but harmless barbs directed at 
your friend. 




BRIDGE AXIOMS 

The best Bridge players are 
undoubtedly those who can draw 
inferences quickly and correctly. 
->— 

Observation is an art enabling 
one to discover what other peo- 
ple's play conceals — as well as re- 
veals. 

— f- 

Observation always infers, and 
one inference will lead to another. 
->— 

Each card played speaks 
through its silence, and its lan- 
guage must be understood. 

To converse intelligently through 
the medium of the cards, each 

1 



Bridge Axioms 



must be seen as it falls with eyes 
that grasp its meaning. 

Failure to note the play of a 
card is not lack of memory, but 
lack of heed. 



Situations are kaleidoscopic and 
constant, and success may only be 
achieved by being perpetually alert 
to note them. 

All time at Bridge should be de- 
voted earnestly to what confronts 
a player, not to what is past. 

It is better not to play at all, 
than to play without earnestness. 

One careful game is worth any 
number of slipshod, careless efforts 



and Laws 



which are disconcerting to your 
partner, and the deUght of your 
adversaries. 

Bridge abounds with situations 
which must be learned. 

Promptness in making a con- 
clusion is a mental inspiration as 
well as an aid to expeditious play. 

Hap-hazard play, first from one 
suit and then from another, will 
not induce a successful campaign 
in Bridge. 

Haste and waste are anti-types 
in Bridge, as they are in everything. 

To improve your Bridge, theory 
and practice must go hand in hand. 
3 



Bridge Axioms 



Bridge is a game of which much 
is learned through the mistakes 
made and heeded. 

Do not fail to profit in future 
games by the mistakes that you 
discover in present play. 
->- 

When you see clever plays that 

are new to you, analyse the mo- 
tives that underlie them. 

The soundest play will some- 
times lose, and the worst will 
sometimes win. 

Uniform good play, no matter 
what the luck may be, will ulti- 
mately triumph over bad play. 

Tricks heedlessly lost mar the 
successful enjoyment of Bridge. 

4 



and Laws 



That you happily did not lose 
on a hand, is no palliation for the 
bad play of which you may have 
been guilty. 

Do not overlook the tricks which 
may be gained by the use of a 
little card strategy. 

Memory is simply a matter of 
observation and practice. 

Careful Bridge cultivates mem- 
ory. 

-^- 

What is done with a hand can- 
not be undone. 

A successful partnership game 
must be based on perfect faith and 
confidence between partners. 
5 



Bridge Axioms 



Combined play in Bridge is 
absolutely essential to success. 
->- 

When you accept a partner, you 
accept him as he is, not as you 
might wish him to be. 
->- 

A trust in your partner's Bridge 
ability will overcome many obsta- 
cles in the way of drawing infer- 
ences. 

If your partner objects to mov- 
ing, do not advise him to change. 
— ^♦— 

Do not begin by abusing your 
partner for the make; you practi- 
cally say your hand is weak and 
the situation hopeless. 

Your partner will play a better 
6 



and Laws 



game if he does not fear your 
adverse criticism. 

Do not tell your partner, after 
seeing all the cards, what he 
should have done; but think what 
you would have done in your 
partner's place. 

The chronic complainant is a 
pessimistic partner and a peevish 
adversary. 

One grain of encouragement is 
worth a pound of scolding in 
Bridge. 

If you take advantage of your 
partner's breach of etiquette, you 
lay yourself open to adverse criti- 
cism. 



Bridge Axioms 



The moment that you show sub- 
serviency you admit superiority. 

Cards do not carry with them a 
Ucense to be unfair or rude. 
->- 

It is more important to inform 
your partner than to deceive your 
adversary. 

Be generous with your praise of 
a well played hand. 

Play the weak hands as inter- 
estedly as the strong. 

Do not criticise at all; but — if 
you must — criticise fairly. 
— f- 
Never call attention to the score 
after the cards have been dealt. 
8 



and Laws 



No matter how cleverly the 
cards are managed, the player who 
underestimates the attention the 
state of the score demands will 
unnecessarily lose many a rubber. 
->- 

The necessity for keeping the 
score constantly in mind grows 
upon all players as their experi- 
ence in Bridge increases. 

Know the requisite number of 
tricks to be taken, both to win and 
to save the game. 

When you are a game behind, 
do not hesitate to gamble. 

When you are a game to the 
good, make none but a conserva- 
tive and sound declaration. 
9 



Bridge Axioms 



When the score is 18 to nothing 
against you on the first game, or 
when you are a game to the good, 
avoid a doubtful declaration which 
may enable the adversaries to win 
the game on your deal. 

When the make is passed to you 
at a score of 24 all on the rubber 
game, declare your best suit. 

When the game is saved, but 
cannot possibly be won, the seventh 
trick should be the objective point. 
— f- 

When you cannot reach game, 
never hazard the odd trick in an 
attempt to win two odd. 

Many times the game can only 
be won or saved in case the cards 
10 



and Laws 



lie in a certain position. Assume 
that the cards are favourably 
placed and play the hand accord- 
ingly. 

When the game is seemingly 
lost, take the one chance of finding 
in your partner's hand the cards 
that will save it. 

It is surprising how often a des- 
perate expedient will overcome a 
desperate situation. 
-^- 
To force luck is to attempt to 
make it — a most idle task. 
— f- 
Human nature tempts mortals 
to lose more than they can win, 
sometimes more than they can 
afford. 

11 



Bridge Axioms 



Press good fortune while it lasts 
and do not linger when it refuses 
to smile. 

If you win with invincible cards, 
your victory is cheap. 

Do not ascribe to bad luck the 
result of bad play. 
->- 

Whoever is favoured by luck 
may usually take all manner of 
chances and succeed. 

More rubbers are lost by bad 
makes than by bad plays. 

Often the result of one hand, 
which proves nothing, will encour- 
age the tendency toward unsound 
makes. 

12 



and Laws 



The question " What will be the 
probable make if I pass?" is of 
great assistance in determining the 
declaration. 

It is remarkable how many 
passed " no-trumpers " go astray; 
and the number proves the neces- 
sity for more cautious passed 
makes. 

— ♦— 

A good player can take more 
chances with the make because 
of his ability to play the cards 
properly. 

— 4— 

No-trump play is an effort to 
establish and bring in small cards 
of a long suit. 

Many a hand is ruined by care- 
13 



Bridge Axioms 



less and hasty play at the first 
trick. 

Do not play your adversary's 
game for him, lend him no aid in 
establishing his suit. 
— ^- 

Take all your finesses against 

the player who holds an estab- 
lished suit. 

If, as dealer, you wish to make 
four tricks in a suit with but three 
in sight, give the adversaries a 
chance to discard. 
~^- 

When there are tricks that the 
adversaries must win, try to make 
this necessity a benefit to your 
hand. 

Rid yourself of any high card 
14 



and Laws 



which may interrupt the contin- 
uation of your partner's suit. 

The dealer's main plan of a 
trump hand should be to exhaust 
trumps and bring in a suit. 
— ^- 

Be cognisant of what you should 
accomplish and then decide how 
best to do it. 

Pitfalls in the form of false 
leads, false cards and clever under- 
play should be dug for your adver- 
saries at every opportunity. 

Too much haste in showing 
ability to ruff in the weak trump 
hand frequently brings disaster. 

When you are reasonably as- 
15 



Bridge Axioms 



sured of every trick but one, lead 
your remaining trump. 

As a rule avoid an inclination to 
ruff in the strong trump hand. 

Remember that the partner who 
doubles usually has trump strength, 
and do not strew his pathway with 
obstructions by forcing him. 

It is unusually bad play to 
double when you need only an 
odd trick to win the game. 
— ^- 

The card led by your partner is 
a message of his holding in that 
suit. 

Many a rubber is lost which the 
prompt lead of a high card might 
have saved. 

16 



and Laws 



It is too late to force when the 
adversaries hold the remaining 
trumps and an estabhshed suit. 

Ruffing with a commanding 
trump rarely loses a trick and 
often gains one. 

->- 
The temptation to over-trump 
should frequently be resisted. 
-^- 
Clear your long suit before you 

part with your card of re-entry. 

Cultivate uniformity in your 
style of play, let there be no re- 
markable haste or hesitation in 
making or passing, and look as 
cheerful as possible. 

Hesitation and mannerisms in 
Bridge should be carefully avoided. 
17 



Bridge Axioms 




Emphasise no play of your own, 
and show no pleasure or displeas- 
ure at any play. 

Superiority of skill is shown by 
the play of the cards, not by man- 
nerisms. 

— f- 

Continued hesitancy and ner- 
vous indecision are serious faults 
in Bridge. 

Make up your mind to do your 
best with the cards that have been 
dealt you. 

The occupant of the "high- 
chair" usually has a monopoly for 
giving advice. 

->- 

Let your manner be uniformly 
18 



and Laws 



such that no one can tell from it 
whether you are winning or losing. 

Play Bridge with an eloquent 
silence; it will command both 
respect and admiration. 

An occasional mistake is pref- 
erable to an irritating delay. 

Slow play is, more or less, a 
habit. Its effect amounts to a 
fault. 

— ♦— 

When there is an unusual dis- 
tribution of the cards, remarks are 
superfluous. 

Indecision may tell your adver- 
saries exactly what they are most 
eager to know. 

19 



Bridge Axioms 



Deliberation at the beginning of 
a hand is permissible and should 
be encouraged. 

The player who interrupts the 
game to discuss the play should be 
ostracised from the card room, 

Make no overt remarks during 
the play which may tend to give 
the adversaries information. 

It is usually the inexperienced 
player who offers an astonishing 
amount of gratuitous and un- 
sought-for advice. 
->- 

It is often difficult to refrain 
from showing pleasure at the ac- 
complishment of a desired pur- 
pose, but consider that undue 
20 



and Laws 



elation is most aggravating to the 
adversaries. 

-^- 

Post-mortems have their inter- 
est and, as a rule, are unmistak- 
ably convincing. 

— ^- 

Do not venture upon a post- 
mortem unless you are certain of 
what the scalpel is going to reveal. 

Do not continue to talk of 
harassing details when another 
hand is awaiting play. 

General rules are formulated as 
an assistance to intelligent play. 

Many brilliant plays are made 
in contravention to rules. 
->- 
Certain laws that govern the 
21 



Bridge Axioms 



/u 



>7 



technicalities are absolute, but 
rules in general are not the masters 
of Bridge. 

Rules should be considered sec- 
ond to circumstances and to the 
fall of the cards. 

-4— 
There are hands in Bridge which 
may be said to play themselves. 
->- 
All Bridge penalties should be 
strictly enforced. 

-^♦— 
You gather the cards when your 
partner takes the first trick. 

Do not ask to have the cards 
placed unless it is solely for your 
own information. 

22 



and Laws 




A player has not the right to 
have the cards placed after they 
have been touched for the purpose 
of gathering them. 

It is unfair to revoke purposely, 
or to make a second revoke in 
^J!> order to conceal the first. 

The revoking side cannot win 
the game on that hand, nor score 
more than 28 points. 
->- 

Clubs is a safer declaration, 
holding four with two honours, 
than spades, when but one or two 
are held without an honour. 

Luck is a false friend and only 
stays with you until you are in 
trouble. 

23 



Bridge Axioms 



A poor player is most a poor 
player when he knows not that he 
is a poor player. 

Lost tricks yield a crop of ex- 
perience attained at the expense of 
rubbers. 

Inattention is a companion that 
will never travel alone. 
— ^♦— 
People who find it easy to decide 
for friends find it hard to decide 
for themselves. 

-^- 
People who have lots of advice 
to give dislike to take any. 
— f- 
The man who plays Bridge when 
he is angry is sure to make a 
mistake. 



and Laws 



There is some hope for the 
player who discovers he can be 
mistaken. ^^ 

Improvement comes from avoid- 
ing other people's mistakes. 

He who plays the best talks the 
least of what he is doing. 
-— f~- 

Don't spend time grieving over 
a lost rubber that should be used 
in playing the next. 

Sometimes one hasty play will 
overthrow the results of a care- 
fully planned game. 

Discouragement should make 
the player more resolute. 

Preserve us from the bore who 
25 



Bridge Axioms 



insists on turning conversation into 
argument. ^ 

It is the critical who are most 
sensitive to criticism. 
->- 

The best way to deal with bad 
luck is to bear it gracefully. 

The best players are always 
patient with the novice. 

There are those who teach one 
Bridge because they play so badly. 

Many people are so busy playing 
that they don't pause to think how 
they are playing. 

->- 
Many call "bad luck" that 
which is only neglect to improve 
opportunity. 

26 



and Laws 



He who is too busy to consider 
his faults will never take time to 
mend them. 

Those who think the least have 
the most time to criticise. 

The expertness of the player 
who is at the pains to announce 
it may be doubted. 
-^- 

Some people ask for criticism 
but grow angry if it is adverse. 

It is not so much your Bridge 
knowledge, but the use you make 
of it, that counts. 

The novice plays before he 
thinks, the expert thinks before he 
plays. 

27 



Bridge Axioms 



The silent player, like the dog 
that bites without growling, gets 
the best hold on the game. 

There are people so absorbed 
in their own Bridge perfection that 
it is impossible for them to see 
merit in anyone else. 

A good way to succeed in Bridge 
is to observe what is most success- 
ful with others. 



28 




If perchance a friend you crush 'neath the arrow's 

weight, 
Then swiftly to the author blame your undeserved 

fate. 




THE LAWS OP BRIDGE 

Revised 1907 

THE RUBBER 

The partners first winning two 
games win the rubber. If the 
first two games be won by the 
same partners, the third game is 
not played. 

--♦ 

SCORING 

A game consists of thirty points 
obtained by tricks alone, exclusive 
of any points counted for honours. 
Chicane, or Slam. 

Every hand is played out, and 
any points in excess of thirty 
29 



Bridge Axioms 



points necessary for the game are 
counted. 

— ♦-- 

Each trick above six counts two 
points when spades are trumps, 
four points when clubs are trumps, 
six points when diamonds are 
trumps, eight points when hearts 
are trumps, and twelve points when 
there are no trumps. 

Honours are ace, king, queen, 
knave, and ten of the trump suit; 
or the aces when no-trump is 
declared. 

Honours are credited to the 
original holders and are valued as 
follows : 



30 



and Laws 



Declaration 


4 


4 


♦ 


V 


No 

Trumps 


i 


Each Trick above Six 

3 Honours 

4 " 

4 "(All in one hand) 

5 " 

5 " (4 in one hand) 

5 " (All in one hand) 
Chicane 


2 

4 

8 

16 

10 

18 

20 

4 


4 
8 
16 
32 
.0 
36 
40 
8 


6 
12 

24 
48 
30 
54 
60 
12 


8 
16 
32 
64 
40 
72 
80 
16 


12 

30 

40 

100 


Rubber 100, Grand Slam 40, Little Slam 20, 



If a player and his partner make 
thirteen tricks, independently of 
any tricks gained by the revoke 
penalty, they score Grand Slam 
and add forty points to their 
honour count. 



Little Slam is twelve tricks sim- 
ilarly scored, and adds twenty 
points to the honour count. 
31 



Bridge Axioms 



Chicane (one hand void of 
trumps) is equal in value to three 
honours, i.e., if partner of player 
having Chicane scores honours he 
adds the value of three honours to 
his honour score, while, if the 
adversaries score honours, it de- 
ducts an equal value from their 
honour score. Double Chicane (a 
player and his partner both void 
of trumps) is equal in value to four 
honours, and the value thereof 
may be deducted from the total 
honour score of the adversaries. 
-^- 

The value of honours. Slam, 
Little Slam, or Chicane, is in no 
wise affected by doubling or re- 
doubling. 

At the conclusion of a rubber 
32 



and Laws 



the scores for tricks, honours, Chi- 
cane, and Slam, obtained by each 
side, are added, and one hundred 
points are added to the score of 
the winners of the rubber. The 
difference between the completed 
scores is the number of points won 
or lost by the winners of the 
rubber. 

If an erroneous score affecting 
tricks be proven, such mistake 
must be corrected prior to the 
conclusion of the game in which 
it has occurred, and such game 
shall not be considered as con- 
cluded until the following deal has 
been completed and the trump 
declared, unless it be that the 
game is the last one of the rubber, 
— then the score is subject to in- 
33 



Bridge Axioms 



quiry until an agreement between 
the sides (as to the value of the 
rubber) shall have been reached. 

If an erroneous score affecting 
honours, Chicane, or Slam be 
proven, such mistake may be cor- 
rected at any time before the score 
of the rubber has been made up 
and agreed upon. 

CUTTING 

In cutting, the ace is the lowest 
card and, as between cards of 
otherwise equal value, the lowest 
is the heart, next the diamond, 
next the club, and highest the 
spade. . 

In all cases every player must 
cut from the same pack. 
34 



and Laws 



Should a player expose more 
than one card, he must cut again. 

FORMING TABLES 

The prior right of playing is 
with those first in the room. If 
there are more than four candi- 
dates for seats at a table, the priv- 
ilege of playing is decided by 
cutting. The four who cut the 
lowest cards play first. 

After the table is formed, the 
players cut to decide on partners; 
the two lowest play against the 
two highest. The lowest is the 
dealer, who has choice of cards 
and seats, and who, having once 
made his selection, must abide 
by it. 

35 



Bridge Axioms 



Six players constitute a full 
table, and no player shall have a 
right to cut into a game which is 
complete. . 

When there are more than six 
candidates, the right to succeed 
any player who may retire is ac- 
quired by announcing the desire 
to do so, and such announcement 
shall constitute a prior right to the 
first vacancy. 

CUTTING OUT 

At the end of a rubber, should 
admission be claimed by one or 
two candidates, the player or play- 
ers having played a greater number 
of consecutive rubbers shall with- 
draw; but when all have played 
the same number, they must cut 
36 



and Laws 



to decide upon the outgoers; the 
highest are out. 

RIGHTS OF ENTRY 

A candidate desiring to enter a 
table must declare such wish be- 
fore any player at the table cuts 
a card, either for the purpose of 
beginning a new rubber or of 
cutting out. 

In the formation of new tables, 
those candidates who have neither 
belonged to nor played at any 
other table have the prior right of 
entry. Those who have already 
played decide their right of admis- 
sion by cutting. 

A player who cuts into one table 
while belonging to another shall 
37 



Bridge Axioms 



forfeit his prior right of re-entry 
into the latter, unless by doing so 
he enables three candidates to 
form a fresh table. In this event 
he may signify his intention of 
returning to his original table, and 
his place at the new one can be 
filled. _.^ 

Should any player quit the table 
during the progress of a rubber, 
he may, with the consent of the 
other three players, appoint a sub- 
stitute during his absence; but 
such appointment shall become 
void with the conclusion of the 
rubber, and shall not in any way 
affect the substitute's rights. 
— ^- 

If anyone break up a table, the 
remaining players have a prior 
right to play at other tables. 
38 



and Laws 



SHUFFLING 

The pack must neither be shuf- 
fled below the table nor so the 
face of any card be seen. 

The dealer's partner must collect 
the cards for the ensuing deal and 
he has the first right to shuffle the 
cards. Each player has the right 
to shuffle subsequently. The 
dealer has the right to shuffle last, 
but should a card or cards be seen 
during his shuffling, or whilst giv- 
ing the pack to be cut, he must 
re-shuffle. 

->- 

Each player, after shuffling, 
must place the cards properly col- 
lected and face downward to the 
left of the player next to deal. 
39 



Bridge Axioms 



THE DEAL 

Each player deals in his turn; 
the order of dealing goes to the 
left. _^_ 

The player on the dealer's right 
cuts the pack, and in dividing it 
he must not leave fewer than four 
cards in either packet; if in cutting 
or in replacing one of the two 
packets a card be exposed, or if 
there be any confusion of the 
cards or a doubt as to the exact 
place in which the pack was di- 
vided, there must be a fresh cut. 

-— H- 
When the player whose duty it 
is to cut has once separated the 
pack he can neither re-shuffle nor 
re-cut the cards. 

Should the dealer shuffle the 
40 



and Laws 



cards, after the pack is cut, the 
pack must be cut again. 

The fifty-two cards shall be 
dealt face downward. The deal 
is not completed until the last card 
has been dealt face downward. 

There is No Misdeal. 

a new deal 
There must be a new deal — 

a If the cards be not dealt into four 
packets, one at a time, and in regular 
rotation, beginning at the dealer's 
left. 

h If, during a deal, or during the play of 
a hand, the pack be proven incorrect 
or imperfect. 

c If any card be faced in the pack. 

d If any player have dealt to him a 
greater number of cards than thir- 
teen. 

41 



Bridge Axioms 



e If the dealer deal two cards at once 
and then deal a third before correct- 
ing the error. 

/ If the dealer omit to have the pack cut 
and the adversaries call attention to 
the fact prior to the conclusion of the 
deal and before looking at their cards. 

g If the last card do not come in its 
regular order to the dealer. 

— ^- 

There may be a new deal — 

a If the dealer or his partner expose a 
card. The eldest hand may claim 
a new deal. 

h If either adversary expose a card. 
The dealer or his partner may claim 
a new deal. 

c If, before fifty-one cards are dealt, the 
dealer should look at any card. His 
adversaries have the right to see it, 
and the eldest hand may exact a new 
deal. 

d If, in dealing, one of the last cards be 
exposed by the dealer or his partner, 
and the deal is completed before 
there is reasonable time for the eldest 
hand to decide as to a new deal. 

42 



and Laws 



But in all other cases such penalties 
must be claimed prior to the com- 
pletion of the deal. 



The claim for a new deal by 
reason of a card exposed during 
the deal may not be made by a 
player who has looked. at any of 
his cards. If a new deal does not 
take place, the card exposed during 
the deal cannot be called. 



Should three players have their 
right number of cards, and should 
the fourth, not being dummy, have 
less than thirteen and not discover 
such deficiency until he has played 
any of his cards, the deal stands 
good; should he have played, he 
is answerable for any revoke he 
may have made as if the missing 
43 



Bridge Axioms 



card or cards had been in his 
hand. The other pack may be 
searched for the missing card or 
cards. 

If during the play of a deal a 
pack be proven incorrect or im- 
perfect, such proof renders only 
the current deal void, and does not 
affect any prior score. The dealer 
must deal again. 

— ♦— 
Any one dealing with the adver- 
saries' cards must be corrected 
before the play of the first card, 
otherwise the deal stands good. 
If any one deals when it is the 
turn of an adversary, such error 
must be corrected before the 
cards are dealt for the following 
deal. 

44 



and Laws 



A player can neither shuffle, cut, 
nor deal for his partner without 
the permission of his adversaries. 

-4— 

DECLARING TRUMPS 

The trump is declared. No 
card is turned. 

a The dealer may either make the trump 
or pass the declaration to his partner. 

h If the declaration be passed to partner, 
he must make the trump. 

Should the dealer's partner make 
the trump without receiving per- 
mission from the dealer, the eldest 
hand may demand, 

1st. That the trump shall stand, or 
2d. That there shall be a new deal. 



But if any declaration as to doub- 
ling, or not doubling, shall have 
45 



Bridge Axioms 



been made, or if a new deal be not 
claimed, the declaration wrongly 
made shall stand. The eldest 
hand is the player on the left of 
the dealer. 

Should the dealer's partner pass 
the declaration to the dealer, it 
shall be the right of the eldest 
hand to claim a new deal or to 
compel the offending player to 
declare the trump; provided, that 
no declaration as to doubling has 
been made. 

-^- 

If either of the dealer's adver- 
saries make or pass the declaration, 
the dealer may, after looking at his 
hand, either claim a new deal or 
proceed as if no declaration had 
been made. 

46 



and Laws 



A declaration once made cannot 
be altered. . _ 

DOUBLING, RE-DOUBLING, ETC. 

The effect of doubling, re-doub- 
ling, and so on, is that the value 
of each trick above six is doubled, 
quadrupled, and so on. 

After the trump declaration has 
been made by the dealer or his 
partner, their adversaries have the 
right to double. The eldest hand 
has the first right. If he does not 
wish to double, he may ask his 
partner, " May I lead ? " His part- 
ner shall answer, "Yes," or "I 
double." ^ 

If either of their adversaries 
elect to double, the dealer and his 

47 



Bridge Axioms 



partner have the right to re-double. 
The player who has declared the 
trump shall have the first right. 
He may say, "I re-double" or 
"Satisfied." Should he say the 
latter, his partner may re-double. 

If the dealer or his partner elect 
to re-double, their adversaries shall 
have the right to again double. 
The original doubler has the first 
right. ^ 

If the right-hand adversary of 
the dealer double before his part- 
ner has asked "May I lead.?" 
the declarer of the trump shall 
have the right to say whether 
or not the double shall stand. 
If he decide that the double 
shall stand, the process of re- 
48 



and Laws 



doubling may continue as de- 
scribed above. 

The process of re-doubling may 
be continued indefinitely.* The 
first right to continue the re-doub- 
ling on behalf of a partnership 
belongs to that player who has 
last re-doubled. Should he, how- 
ever, express himself satisfied, the 
right to continue the re-doubling 
passes to his partner. Should any 
player re-double out of turn, the 
adversary who last doubled shall 
decide whether or not such double 
shall stand. If it is decided that 
the re-double shall stand, the pro- 
cess of re-doubling may continue 

* In some clubs, doubling ceases whenever the 
value of the odd trick exceeds one hundred points; 
in other clubs the hmit is placed at two hundred 
points, 

49 



Bridge Axioms 



as described in this and foregoing 
laws. If any double or re- 
double out of turn be not ac- 
cepted, there shall be no further 
doubling in that hand. Any con- 
sultation between partners as to 
doubling or re-doubling will entitle 
the maker of the trump or the 
eldest hand, without consultation, 
to a new deal. 

-^- 
If the eldest hand lead before 
the doubling be completed, his 
partner may re-double only with 
the consent of the adversary who 
last doubled; but such lead shall 
not affect the right of either adver- 
sary to double. 

-4— 
When the question, "May I 
lead.'^" has been answered in the 
50 



and Laws 



affirmative, or when the player who 
has the last right to continue the 
doubling expresses himself satis- 
fied, the play shall begin. 

Should the eldest hand lead 
without asking permission, his 
partner may double, but only if 
the maker of the trump consent. 

Should the right-hand adversary 
of the dealer ask permission to 
lead, the eldest hand does not 
thereby lose his right to double. 
Should the right-hand adversary 
of the dealer double before his 
partner has asked "May I lead.^" 
the maker of the trump shall 
have the right to say whether 
or not the double shall stand. 
If he decide that the double 
51 



Bridge Axioms 



shall stand, the process of re- 
doubling may continue. 

->- 
If the right-hand adversary of 
the dealer lead out of turn, the 
maker of the trump may call a 
suit from the eldest hand, who 
may only double if the maker of 
the trump consent. 
->- 
A declaration as to doubling or 

re-doubling once made cannot be 
altered. 

DUMMY 

As soon as the eldest hand has 
led, the dealer's partner shall place 
his cards face upward on the table, 
and the duty of playing the cards 
from that hand shall devolve upon 
the dealer, unassisted by his part- 
ner. 

5% 



and Laws 



Before exposing his cards, the 
dealer's partner has all the rights 
of a player, but after his cards 
have been shown the dealer's 
partner takes no part whatever 
in the play, except that he has the 
right — 

a To ask the dealer whether he has none 
of the suit in which he may have 
renounced. 

h To ask the dealer when called upon to 
play his highest or lowest card 
whether he has conformed to the 
penalty. 

c To call the dealer's attention to the 
fact that a trick has not been com- 
pleted. 

d To correct the claim of either adversary 
to a penalty to which the latter is 
not entitled. 

e To call attention to the fact that a 
trick has been erroneously taken by 
either side. 

/ To participate in the discussion of any 
disputed question of fact which may 

53 



Bridge Axioms 



arise between the dealer and either 
adversary. 
g To correct an erroneous score. 



Should the dealer's partner call 
attention to any other incident of 
the play, in consequence of which 
any penalty might be exacted, the 
fact of his so doing precludes the 
dealer exacting such penalty. 
■ -^~ 

If the dealer's partner, by touch- 
ing a card or otherwise, suggest 
the play of a card from dummy, 
either of the adversaries may, but 
without consultation, call upon the 
dealer to play or not to play the 
card suggested. 

-^- 

Dummy is not liable to the pen- 
alty for a revoke; and if he should 
54 



and Laws 



revoke and the error be not dis- 
covered until the trick is turned 
and quitted, the trick stands good. 

A card from the dealer's hand 
is not played until actually quitted ; 
but should the dealer name or 
touch a card from the dummy 
hand, such card is considered as 
played, unless the dealer in touch- 
ing the card or cards says, "I ar- 
range," or words to that effect. 

CARDS EXPOSED BEFORE PLAY 

If, after the deal has been com- 
pleted and before the trump dec- 
laration has been made, either the 
dealer or his partner expose a card 
from his hand, the eldest hand 
may, without consulting with his 
partner, claim a new deal. 
55 



Bridge Axioms 



If, after the deal has been com- 
pleted and before a card is led, any 
player shall expose a card, his 
partner shall forfeit any right to 
double or re-double which he other- 
wise would have been entitled to 
exercise; and in case of a card 
being so exposed by the leader's 
partner, the dealer may either call 
the card or require the leader not 
to lead the suit of the exposed 
card. _, 

CARDS EXPOSED DURING PLAY 

All cards exposed by the dealer's 
adversaries are liable to be called, 
and such cards must be left face 
upward on the table. 
-^- 

The following are exposed cards : 

1st. Two or more cards played at once. 

56 



and Laws 



2d. Any card dropped with its face up- 
ward, or in any way exposed on 
or above the table, even though 
snatched up so quickly that no one 
can name it. 

8d. Every card so held by a player that 
his partner can see any portion of its 
face. 



A card dropped on the floor or 
elsewhere below the table is not 
an exposed card. 

If two or more cards be played 
at once, by either of the dealer's 
adversaries, the dealer shall have 
the right to call which one he 
pleases to the current trick, and 
the other card or cards shall re- 
main face upward on the table and 
may be called at any time. 

->- 
If, without waiting for his part- 
57 



Bridge Axioms 



ner to play, either of the dealer's 
adversaries should play on the 
table the best card, or lead one 
which is a winning card, as against 
the dealer and dummy, or should 
continue (without waiting for his 
partner to play) to lead several 
such cards, the dealer may demand 
that the partner of the player in 
fault win, if he can, the first, or 
any other of these tricks, and the 
other cards thus improperly played 
are exposed cards. 

If either or both of the dealer's 
adversaries throw his or their cards 
on the table face upwards, such 
cards are exposed and are liable 
to be called ; but if either adversary 
retain his hand he cannot be forced 
to abandon it. If, however, the 
58 



and Laws 



dealer should say, "I have the 
rest," or any other words indicat- 
ing that the remaining tricks are 
his, the adversaries of the dealer 
are not liable to have any of their 
cards called should they expose 
them, believing the dealer's claim 
to be true, should it subsequently 
prove false. 

If a player who has rendered 
himself liable to have the highest 
or lowest of a suit called fail 
to play as directed, or if, when 
called on to lead one suit, 
lead another, having in his hand 
one or more cards of the suit 
demanded, or, if called upon 
to win or lose a trick, fail to do 
so when he can, he is liable 
to the penalty for revoke, un- 
59 



Bridge Axioms 



less such play be corrected be- 
fore the trick is turned and 
quitted. 

LEADS OUT OF TURN 

If either of the dealer's adver- 
saries lead out of turn, the dealer 
may call the card erroneously led, 
or may call a suit when it is the 
turn of either adversary to lead. 

If the dealer lead out of turn, 
either from his own hand or 
dummy, he incurs no penalty; but 
he may not rectify the error after 
the second hand has played. 
-4- 

If any player lead out of turn 

and the other three follow him, 

the trick is complete and the error 

cannot be rectified ; but if only the 

60 



and Laws 



second, or second and third, play 
to the false lead, their cards may 
be taken back; there is no penalty 
against anyone except the original 
offender, who, if he be one of the 
dealer's adversaries, may be pen- 
alised as provided above. 



In no case can a player be com- 
pelled to play a card which would 
oblige him to revoke. 

The call of an exposed card may 
be repeated at every trick until 
such card has been played. 



If a player called on to lead a 
suit have none of it, the penalty is 
paid. 

61 



Bridge Axioms 



CARDS PLAYED IN ERROR 

Should the third hand not have 
played and the fourth play before 
his partner, the latter (not being 
dummy or dealer) may be called 
upon to play his highest or lowest 
card of the suit played, or to win 
or lose the trick. 



If anyone, not being dummy, 
omit playing to a former trick and 
such error be not corrected until 
he has played to the next, the ad- 
versaries may claim a new deal; 
should they decide that the deal 
stands good, the surplus card at 
the end of the hand is considered 
to have been played to the imper- 
fect trick, but does not constitute 
a revoke therein. 

62 



and Laws 



If anyone (except dummy) play 
two cards to the same trick, or mix 
a card with a trick to which it does 
not belong, and the mistake be not 
discovered until the hand is played 
out, he is answerable for any con- 
sequent revokes he may have made. 
If during the play of the hand the 
error be detected, the tricks may 
be counted face downward, in 
order to ascertain whether there 
be among them a card too many; 
should this be the case, the trick 
which contains a surplus card may 
be examined and the card restored 
to its original holder, who (not 
being dummy) shall be liable for 
any revoke he may meanwhile 
have made. 



63 



Bridge Axioms 



THE REVOKE 

A revoke occurs when a player 
(other than dummy), holding one 
or more cards of the suit led, plays 
a card of a different suit. The 
penalty for a revoke takes prece- 
dence of all other counts. 
— ♦-- 

A revoke is established if the 
trick in which it occurs be turned 
and quitted, i.e., the hand removed 
from the trick after it has been 
gathered and placed face down- 
ward on the table; or if either the 
revoking player or his partner, 
whether in his right turn or other- 
wise, have led or played to the 
following trick. 

The penalty for a revoke is three 
tricks taken from the revoking 
64 



and Laws 



player and added to those of the 
adversaries. 

— ^- 

The penalty is applicable only 
to the score of the game in which 
it occurs. 

Under no circumstances can the 
revoking side score game, in that 
hand. Whatever their previous 
score may have been, the side re- 
voking cannot attain a higher 
score toward game than twenty- 
eight. ^ 

A player may ask his partner 
whether he has not a card of the 
suit which he has renounced; 
should the question be asked be- 
fore the trick is turned and quitted, 
subsequent turning and quitting 
65 



Bridge Axioms 



does not establish a revoke, and 
the error may be corrected unless 
the question be answered in the 
negative or unless the revoking 
player or his partner has led or 
played to the following trick. 
-^- 
If a player correct his mistake 
in time to save a revoke, any player 
or players who have followed him 
may withdraw their cards and sub- 
stitute others, and the cards so 
withdrawn are not exposed cards. 
If the player in fault be one of the 
dealer's adversaries, the card 
played in error is an exposed card, 
and the dealer can call it whenever 
he pleases; or he may require the 
offender to play his highest or low- 
est card of the suit to the trick in 
which he has renounced. 
66 



and Laws 



If the player in fault be the 
dealer, the eldest hand may require 
him to play the highest or lowest 
card of the suit in which he has 
renounced, provided both adver- 
saries of the dealer have played to 
the current trick; but this penalty 
cannot be exacted against the 
dealer when he is fourth in hand, 
nor can it be enforced at all from 
dummy. 

At the end of a hand the claim- 
ants of a revoke may search all 
the tricks. If the cards have been 
mixed the claim may be urged and 
proved if possible; but no proof is 
necessary, and the revoke is es- 
tablished if, after it has been 
claimed, the accused player or his 
partner mix the cards before they 
67 



Bridge Axioms 



have been sufficiently examined 
by the adversaries. 

A revoke must be claimed before 
the cards have been cut for the 
following deal. 

->- 

Should the players on both sides 

subject themselves to the revoke 
penalty neither can win the game 
by that hand. 

The revoke penalty may be 
claimed for as many revokes as 
occur during a hand ; but the accu- 
mulated penalty shall in no event 
exceed thirteen tricks. 



GENERAL RULES 

There should not be any con- 
sultation between partners as to 
68 



and Laws 



the enforcement of penalties. If 
they do so consult, the penalty is 
paid. __.| 

Once a trick is complete, 
turned, and quitted, it must not 
be looked at until the end of 
the hand. 



Any player during the play of a 
trick, or after the four cards are 
played and before they are touched 
for the purpose of gathering them 
together, may demand that the 
cards be placed before their re- 
spective players. 

—^- 

If either of the dealer's adver- 
saries, prior to his partner's play- 
ing, should call attention to the 
trick, either by saying it is his, or, 
69 



Bridge Axioms 



without being requested so to do, 
by naming his card or drawing it 
toward him, the dealer may re- 
quire that opponent's partner to 
play his highest or lowest card of 
the suit led, or to win or lose the 
trick. 

Either of the dealer's adversa- 
ries may call his partner's attention 
to the fact that he is about to lead 
out of turn, but if he make any 
unauthorised reference to any inci- 
dent of the play the dealer may 
call a suit from the adversary 
whose turn it is next to lead. 

In all cases where a penalty has 

been incurred, the offender is 

bound to give reasonable time for 

the decision of his adversaries; but 

70 



and Laws 



if a wrong penalty be demanded 
none can be enforced. 

The partner of the eldest hand 
may inform him that their adver- 
saries have incurred a penalty, but 
may not give any further informa- 
tion. Should he suggest the pen- 
alty, or demand the enforcement 
of it, such action shall be deemed 
a consultation, and no penalty can 
be enforced. 

NEW CARDS 

Unless a pack be imperfect, no 
player shall have the right to call 
for one new pack. If fresh cards 
are demanded, two packs must be 
furnished and paid for by the 
player who has demanded them. 
If they are furnished during & 
71 



Bridge' Axioms 



rubber, the adversaries shall have 
their choice of new cards. If it is 
the beginning of a new rubber, the 
dealer, whether he or one of his 
adversaries be the party calling 
for the new cards, shall have the 
choice. .New cards must be called 
for before the pack is cut for a 
new deal. _^_ 

A card or cards torn or marked 
must be replaced by agreement or 
new cards furnished. 



BYSTANDERS 

While a bystander, by agreement 
among the players, may decide any 
question, yet he must on no ac- 
count say anything unless appealed 
to; and if he make any remark 
which calls attention to an over- 
72 



and Laws 



sight affecting the score, or to the 
exaction of a penalty, he is Hable 
to be called on by the players to 
pay the stakes on that rubber. 



73 



SPADE CONVENTION 

I. — Where players agree " not 
to play spades" the rule is, that if 
the spade make is not doubled, the 
hand shall be played where either 
side is 20 or over. 

II. — If the third hand player 
ask, "Shall I play.?" or should he 
lead out of turn, or should the 
eldest hand lead without asking 
permission to play, the spade 
maker may take two on the score 
or may call a lead and require the 
hand to be played out. 

III. —Should the third hand 
player double before his partner 
asks permission to play, the spade 
maker may decide whether the 
double shall stand or not; but the 
hand must be played out. 
74 



ETIQUETTE 

It has been truthfully said that 
there is no game in which slight 
intimations can convey so much 
information as that of Bridge. In 
justice to those who, by their 
manner, give information, it may 
be stated that most of the appar- 
ent unfairness at the Bridge table 
is unintentional. Hesitation and 
mannerisms, however, cannot be 
too carefully avoided; such a 
breach of etiquette is an offence 
for which the adversaries have no 
redress except perhaps a refusal 
to continue the play. 

It is obviously a greater fault to 
take advantage of information thus 
75 



Bridge Axioms 



given. A play in your judgment 
may be perfectly sound, but you 
leave yourself open to criticism if 
it is in any way contingent on 
information obtained from your 
partner's manner. 
— ^- 
Cultivate uniformity in your 

style of play; let there be no re- 
markable haste or hesitation in 
making or passing; try always to 
use the same formula of words, 
and do not call attention to the 
score after the cards have been 
dealt. ^ 

Remember that any undue hesi- 
tancy in regard to doubling will 
deprive a fair-minded partner of 
the privilege of so doing. Such 
delays are too frequent at spade 
declarations. 

76 



and Laws 



Emphasise no play of your own 
\ and show no pleasure or displeas- 
ure at any other play. 

Do not ask to have the cards 
^ placed unless it is solely for your 
own information. 

It is an offence either to revoke 
purposely or to make a second 
^ revoke in order to conceal the 
first. 

The dealer's partner should not 
call attention to the score nor to 
any card or cards that he or the 
other players hold, and neither 
should he leave his seat for the 
purpose of watching his partner's 
play. 



77 



Bridge Axioms 



THE DECLARATION 



HOLDING 




Four Aces 

Three Aces 

Two Aces and a Guarded 

King or Queen 
One Ace and a Guarded King 

or Queen in three other 

suits. 
One Established Black Suit 

(Ace King Queen XXX) 

and one other Ace 
With a hand protected in three 

suits, provided it is a King 

or an Ace stronger than an 

average hand. 


Declare No- 
Trump. 


HOLDING 




Holding six cards jvith an 

honour 
Holding five cards with two 

honours 
Holding four cards with three 

good honours 


Usually de- 
clare a Red 
Trump 



78 



and Laws 



Avoid a weak diamond make 
at a love score or when behind on 
the game. 

Declare clubs at a score of 18 
or more when reasonably assured 
of the game. 

Declare spades at a score of 24 
or more when reasonably assured 
of the game. 

PASSED MAKES 

Be cautious about declaring no- 
trumps when weak in the red 
suits. 

— f- 

Avoid all weak red makes on 
partner's pass. 

79 



Bridge Axioms 



Declare clubs instead of spades 
when you hold but one or two 
spades and a club suit of four or 
more cards including two honours. 

Declare your best suit at a score 
of 24 all on the rubber game. 



80 



and Laws 



ORIGINAL LEADS AGAINST A DECLARED 
TRUMP 



LKAD 


FROM 


Ace 


Ace and others 
Ace, King only 


King 


Ace, King, Queen 
Ace, King X 


Queen 


Queen, Jack, ten 
Queen, Jack, nine 


Jark 


Jack, ten X 
JackX 


Ten 


King, Jack, ten 
TenX 


Nine 


NineX 


Top Card 


All short suits except 
King X X or Queen X X 


4th Best 


All other combinations 



X indicates others. 



81 



Bridge Axioms 



THE ORIGINAL LEAD AT NO-TRUMP 



LEAD 


HOLDING 


Ace 


Ace, Queen, Jack, and others, with 

a re-entry card. 
Ace, with 7 or more others. 
Ace, Queen, with 5 others. 
Ace, Jack, with 5 others. 


King 


Ace, King, Queen, and others. 
Ace, King, Jack, and others. 
Ace, King, ten, and 3 others, with 

a re-entry card. 
Ace, King, and 5 or more others. 
King, Queen, Jack, and others. 
King, Queen, ten, and others. 
King, Queen, and 5 others. 


Queen 


Queen, Jack, ten, and others. 
Queen, Jack, nine, and others. 
Ace, Queen, Jack, and others. No 
card of re-entry. 


Jack 


Jack, ten, nine, and others. 


Ten 


King, Jack, ten, and others. 


Highest or 

Second 

Best 


A weak long suit containing no 
honour higher than ten. 


4th Best 


Form other combinations. 



82 



and Laws 



UNBLOCKING AT NO-TRUMP 





ON partner's 




HOLDING 


LEAD OF 


PLAY 


KingX 


Ace 


King 


AceX 


King 


Ace 


KingX 


Queen 


King 


Queen X X 


King and Ace 


Queen on Ace 


King, Queen X 


Ace 


Queen 


Queen, Jack X 


Ace 


Jack 


Queen, Jack X 


King 


Jack 


King, Queen X 


Jack 


Queen 


Jack, six, five. 


King 


Five 


two 






Queen, nine, 






seven, three, 


King 


Seven 


two 







83 



THE CHANGE THE SUIT 
CALL 

"What is new in the game of 
Bridge?" is a reiterated question 
of the day, and the invariable 
answer is "Nothing, nor does the 
lack of innovation tend to simplify 
the play." 

All Bridge players have expe- 
rienced the agony of being forced 
to discard a great suit, thoroughly 
established, on the dealer's lead, 
owing to the fact that the partner 
has made two efforts to establish 
the suit he originally opened. 
->- 

Many times this continuation is 
sound : the leader holds a re-entry 
84 



Bridge Axioms and Laws 

card, and he has secured no in- 
formation as to his partner's 
strength from the early develop- 
ment of the game. 

It is essential to good play that 
the dealer's adversaries should 
each gain definite knowledge of 
the others' holding. Any informa- 
tion that a play can convey is of 
inestimable help to them and of 
little or no benefit to the dealer, 
who is the master of his own two 
hands. ^ 

We all sympathise with that con- 
stantly uttered regret, "Oh, part- 
ner, if I had only known that you 
had that suit," and Bridge players 
the world over have felt the need 
of some conventional play that 
85 



Bridge Axioms 



would indicate to the original 
leader an adequate reason for a 
change of suit. 

— f- 
The Change the Suit Call is a 
new convention designed to over- 
come this difficulty, one that will 
save countless tricks and rubbers, 
and one that will tend to minimise 
the dealer's acknowledged advan- 
tage in playing the two hands. 

The convention is as follows: 
When the original leader's partner 
has a great suit, one that is estab- 
lished or one that may be established 
by a single lead through the dummy 
hand, an echo should be made in 
the suit led by the dealer. In 
other words, an echo in the adver- 
sary's suit is a command to the 
86 



and Laws 



original leader to abandon his own 
unestablished suit and to switch 
to his partner's declared strength. 

The idea is of course based on 
the call for trumps in Whist, in 
which game an echo in any plain 
suit is a command to the partnei 
to lead trumps. In Bridge it is 
used principally at no-trump and 
its application is limited to an 
echo on the dealer's lead. 

The reader will naturally ask, 
"How, when but two suits have 
been led, can I determine which 
of the two remaining to choose.^" 
The cards in the leader's hand 
combined with those in the dummy 
will usually simplify the selection. 
Should the leader hold a re-entry 
87 



Bridge Axioms 



in one of the remaining suits it is 
obvious that he has been asked to 
lead the other. When it happens 
that both the leader and the 
dummy are weak in both suits, the 
preference should usually be given 
to the one in which the combined 
hands contain the fewer number 
of cards. 

This convention may, more- 
over, be used to great advantage 
by the original leader. How fre- 
quently he finds his suit hopelessly 
against him. Perhaps he holds no 
re-entry and the dealer in winning 
the first trick false cards. It is 
then that the original leader can 
use this echo to effect, to suggest 
that his suit should not be re- 
turned. 

88 



and Laws 



"The Change the Suit Call" 
may also be employed to some 
advantage on the dealer's trump 
or plain suit lead, to show great 
strength in one of the remaining 
suits, or by the original leader to 
indicate that the suit first led is 
not to be returned; but its main 
importance is in the no-trump 
application. 



"The Change the Suit Call" is 
an absolutely sound trick-gaining 
proposition, and the successful re- 
sults obtained from its use must 
rapidly establish it as a recognised 
convention of the game. 



89 



MAR 6 1907 



u 



'*\ ■' 



:k 



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1 



